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Re: [pygame] BLEND_RGBA_MULT bug on Macintosh?



Note, that Marcus fixed this bug on the pgreloaded branch...

still needs to be done on the trunk though.

cu,

On Thu, Dec 11, 2008 at 6:02 PM, Marcus von Appen <mva@xxxxxxxxxxxx> wrote:
> On, Thu Dec 11, 2008, Lenard Lindstrom wrote:
>
>> Hi James,
>>
>> I don't have this problem with my antiquated PC. It is an endian issue,
>> sort of. The rgba mult code is faulty. For a 4 byte source and
>> destination surface the blit assumes both have identical masks. Not
>> true. For my Intel machine I get this:
> [...]
>
> That applies to all blend modes for 4 bpp surfaces. We have to respect the
> RGB layout there.
>
> Regards
> Marcus
>